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Texture

DataTexture

Creates a texture directly from raw data, width and height.

Constructor

DataTexture

function DataTexture( ): void;  

The data argument must be an ArrayBufferView. Further parameters correspond to the properties inherited from Texture, where both magFilter and minFilter default to THREE.NearestFilter.

The interpretation of the data depends on type and format: If the type is THREE.UnsignedByteType, a Uint8Array will be useful for addressing the texel data. If the format is THREE.RGBAFormat, data needs four values for one texel; Red, Green, Blue and Alpha (typically the opacity).
For the packed types, THREE.UnsignedShort4444Type and THREE.UnsignedShort5551Type all color components of one texel can be addressed as bitfields within an integer element of a Uint16Array.
In order to use the types THREE.FloatType and THREE.HalfFloatType, the WebGL implementation must support the respective extensions OES_texture_float and OES_texture_half_float. In order to use THREE.LinearFilter for component-wise, bilinear interpolation of the texels based on these types, the WebGL extensions OES_texture_float_linear or OES_texture_half_float_linear must also be present.

Code Example

// create a buffer with color data const width = 512; const height = 512;
const size = width * height; const data = new Uint8Array( 4 * size ); const
color = new THREE.Color( 0xffffff ); const r = Math.floor( color.r * 255 );
const g = Math.floor( color.g * 255 ); const b = Math.floor( color.b * 255 );
for ( let i = 0; i < size; i ++ ) { const stride = i * 4; data[ stride ] = r;
data[ stride + 1 ] = g; data[ stride + 2 ] = b; data[ stride + 3 ] = 255; } //
used the buffer to create a DataTexture const texture = new THREE.DataTexture(
data, width, height ); texture.needsUpdate = true;

Properties

See the base Texture class for common properties.

flipY

flipY: Boolean;  

If set to true, the texture is flipped along the vertical axis when uploaded to the GPU. Default is false.

generateMipmaps

generateMipmaps: Boolean;  

Whether to generate mipmaps (if possible) for a texture. False by default.

image

image: Object;  

Overridden with a object holding data, width, and height.

isDataTexture

isDataTexture: Boolean;  

Read-only flag to check if a given object is of type DataTexture.

unpackAlignment

unpackAlignment: number;  

1 by default. Specifies the alignment requirements for the start of each pixel row in memory. The allowable values are 1 (byte-alignment), 2 (rows aligned to even-numbered bytes), 4 (word-alignment), and 8 (rows start on double-word boundaries). See glPixelStorei for more information.

Methods

See the base Texture class for common methods.

Source

src/textures/DataTexture.js